Spellbinder (Wizard)
A spellbinder is an elven wizard who forges an arcane bond
between himself and one or more wizard spells. These
spells become so well understood by the spellbinder that
he can prepare them in spell slots that already have other
spells prepared in them.
Spell Bond (Su): At 1st level, a spellbinder selects any
one spell that he knows as a bonded spell. As a full-round
action, the spellbinder may replace a spell of the same or
higher level as his bonded spell with his bonded spell.
For example, a spellbinder who selects magic missile as his
bonded spell could spend a full-round action to exchange
any 1st-level or higher spell that he has prepared with
magic missile. At 3rd level, and every two levels thereafter,
a spellbinder may select another spell he knows and
add it to his list of bonded spells, to a maximum of nine
bonded spells at 17th level.
Upon reaching 4th level, and every two levels thereafter, a
spellbinder can choose to select a new spell as a bonded spell
in place of one with which he is already bonded. In effect,
the spellbinder loses the bond with the old spell (though it
is still one of his spells known) in exchange for forging a
spell bond with a new spell. The new spell’s level must be the
same as that of the spell being exchanged. A spellbinder may
swap only one spell bond at any given level, and must choose
whether or not to swap the spell bond at the same time that
he gains two new spells known for the level.
This ability replaces arcane bond.
Discoveries: The following discoveries complement the
spellbinder archetype: Fast Study, Split Slot (Ultimate Magic).

Kyonin Gatekeeper (Kyonin) (Elf Regional Trait)
You helped maintain the elf gates and are familiar with the operation of teleportation magic.
Benefit: You gain a +1 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way elf gate).

Child of Nature (N) You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

DESCRIPTION
This bright silver or gold +2 blinding heavy steel shield is
impossibly light and handy despite its size. It has no armor
check penalty or arcane spell failure chance, and it allows the
wielder to use feather fall on himself once per day. A creature
wearing celestial armor while wielding a celestial shield may
command the armor to provide overland flight rather than fly
once per day.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, feather fall,
overland flight; Cost 6,670 gp

CAT’S EYE CROWN
Aura moderate divination; CL 10th
Slot head (and none; see below); Price 18,000 gp; Weight
1 lb.
DESCRIPTION
This slender silver crown is decorated with a single
cat’s eye gemstone as a centerpiece. When the gem is
attached to the crown, its wearer gains darkvision 60 feet,
or increases her darkvision by 60 feet if she already possesses
that sense. The gemstone is detachable, and can be rolled
into rooms, dropped into holes, thrown through windows,
or planted on a creature. Once per day, on command,
the crown’s wearer gains the benefit of the clairaudience/
clairvoyance spell, but uses the cat’s eye gemstone as that
spell’s sensor and gains darkvision when viewing through that
sensor. If the stone is held or carried by a creature, even within
a sack or some other container, the creature wearing the
crown uses the senses of the creature carrying the gemstone
as the sensor instead, whether or not the creature carrying
the gemstone is aware of the stone’s true purpose or even
its existence. Destroying the gem (hardness 8, hp 5) severs
the link, but a new cat’s eye gemstone worth at least 100 gp
can be fashioned and attuned to the crown. The attunement
process takes 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, clairaudience/clairvoyance,
darkvision, creator must be catfolk; Cost 9,000 gp
AMULET OF HIDDEN LIGHT
Aura faint illusion; CL 3rd
Slot neck; Price 9,000 gp; Weight —
DESCRIPTION
This large amulet crafted of rough-cut glass can, on command,
shed light as a sunrod. Unlike a normal light source, creatures
outside this area cannot see the amulet’s light.
CONSTRUCTION
Requirements Craft Wondrous Item, light, invisibility;
Cost 4,500 gp

SHADOWY HAVEN
School transmutation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a small black silk bag)
Range touch
Target one 5-foot square of floor touched
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
This spell functions like rope trick, except the point of entry is
through a 5-foot-square instead of a rope. The space holds as
many as 10 creatures of any size.
When this spell is cast upon a 5-foot-square part of a wall,
it creates an extradimensional space adjacent to the Plane of
Shadow. Creatures in the extradimensional space are hidden
beyond the reach of spells (including divinations) unless those
spells work across planes. The space holds as many as 10
creatures (of any size). The entrance to the extradimensional
space remains visible as an area that is darker than the
ambient illumination.
Spells cannot be cast across the extradimensional interface,
nor can area effects cross it. Those in the extradimensional
space can see out of it as if a 5-foot-by-5-foot door or window
were centered on the affected surface. The window is invisible
(though it is within the shadowed entrance to the spell,
which is visible), and even creatures that can see the window
from the outside can’t see through it. Anything inside the
extradimensional space is ejected when the spell ends. Only one
creature may enter or exit the extradimensional space at a time.
The entrance is only open when the area around it is in
dim light. Any other level of light (brighter or darker) closes
the entrance, trapping creatures inside the extradimensional
space. If the entrance is closed when the spell expires, there is
a 50% chance that creatures in it are ejected into the Shadow
Plane instead of the location of the entrance. If this occurs, the
creatures appear on the Shadow Plane 1d10 miles in a random
direction from their corresponding location on the Material
Plane. The spell has no effect if cast on a plane that is not
adjacent to the Shadow Plane.
Because the extradimensional space is adjacent to the
Shadow Plane, any shadow walk spell or similar effect that
allows travel to the Shadow Plane is more accurate, reducing
the distance creatures arrive off-target by half.

Ifrit Equipment
Ifrits have access to the
following equipment.
Fire Ink: This rich
yellow ink reacts with a
creature’s body heat to create
a f lickering, f lamelike glow. It
takes 10 minutes to apply fire
ink, and 1 dose covers an
approximately hand-sized
area. Once applied, the ink
glows as a candle for 24
hours. Four or more doses
applied to the same part of
the body glow as a torch for 24
hours. The alchemical reaction of
the ink to the target’s skin and body heat is painful and
irritating, giving the target the sickened condition while
the glow lasts. A DC 15 Heal check can temporarily soothe
these sensations, negating the sickened condition for 1
hour. Creatures immune or resistant to fire are immune to
this sickening effect. Ifrits are especially known for their
fondness for fire ink, and ifrit fire-dancers often decorate
their skin with f laming designs before performing.
A concentrated version of the ink costs 10 times as
much and can beused to make permanently
glowing tattoos. Cost: 1gp/dose. Craft DC 15

STONE SHIELD
School conjuration (creation) [earth]; Level cleric 1, druid 1,
magus 2, sorcerer/wizard 1, summoner 1
Casting Time 1 immediate action
Components V, S, DF
Range 0 ft.
Effect stone wall whose area is one 5-ft. square
Duration 1 round
Saving Throw none; Spell Resistance no
A 1-inch-thick slab of stone springs up from the ground,
interposing itself between you and an opponent of your choice.
The stone shield provides you with cover from that enemy (Core
Rulebook 195) until the beginning of your next turn, granting
you a +4 bonus to Armor Class and a +2 bonus on Reflex saving
throws. If the opponent’s attack misses you by 4 or less, the
attack strikes the shield instead. The stone shield has hardness
8 and 15 hit points. If the shield is destroyed, the spell ends and
the shield crumbles away into nothingness. Spells and effects
that damage an area deal damage to the shield.
You cannot use this spell if you are not adjacent to a
large area of earth or stone such as the ground or a wall. A
qinggong monk (Ultimate Magic) may select this spell as a ki
power at 4th level.

CLOUD SHAPE
School transmutation [air]; Level druid 4, ranger 4, sorcerer/
wizard 4
Range personal
Target you
Duration 10 minutes/level (D)
This spell functions like gaseous form, except you assume the
shape of a Colossal cloud with a space of 30 feet. You choose
the general appearance of the cloud (white, stormy, fluffy, flat,
and so on), after which your appearance cannot be changed.
Even the closest inspection cannot reveal that the cloud in
question is actually a magically concealed creature. To all
normal tests you are, in fact, a cloud, although a detect magic
spell reveals a moderate transmutation aura on the cloud.
Your fly speed in cloud form is 30 feet.

GUSTING SPHERE
School evocation [air]; Level druid 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere of air
Duration 1 round/level
Saving Throw Fortitude negates (object) or Reflex negates; see
text; Spell Resistance yes
A swirling ball of wind rolls in whichever direction you
point, hurling those it strikes with great force. The sphere is
treated in all ways as an area of severe wind (Core Rulebook
439), applying a –4 penalty on ranged weapon attacks that
pass through it. The sphere moves 30 feet per round. As
part of this movement, it can ascend or jump up to 30 feet
to strike a target. If it enters a space containing a Medium
or smaller creature, it stops moving for that round and
generates a sharp thrust of wind to bull rush the creature.
The sphere’s CMB for bull rush combat maneuvers uses
your caster level in place of its base attack bonus, with a +2
bonus for its Strength score (14). Whether or not the bull
rush is successful, the creature takes 1d6 points of nonlethal
bludgeoning damage from the attack. If the bull rush fails,
the creature is still subject to the severe winds from the
sphere as long as they remain in the same square as it. A
gusting sphere rolls over objects or barriers that are less than
4 feet tall.
The sphere moves as long as you actively direct it (a move
action for you); otherwise, it merely stays at rest. A gusting
sphere immediately dissipates if it exceeds the spell’s range.

MIASMATIC FORM
School transmutation [air, poison]; Level alchemist 4, sorcerer/
wizard 4
Components S, M (contact or inhaled poison worth 100 gp)
Duration 1 minute/level
Saving Throw none; see text; Spell Resistance no
This spell functions like gaseous form, except the target’s
vaporous body is dangerous to creatures that touch it. A
creature can make a Fortitude save (DC 14 + your Intelligence
modifier) on its turn to resist the vapors. When you cast this
spell, you select one of the following options.
Stinking cloud: The target’s body nauseates creatures that fail
their saving throws, as stinking cloud (Fortitude negates, see text).
This form of the spell does not require a material component.
Poisonous cloud: The target’s body is deadly poison, dealing
1d2 points of Constitution damage to creatures that fail their
saves (Fortitude halves). This form of the spell requires a
material component.

PATH OF THE WINDS
School evocation [air]; Level druid 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S,
Range 100 ft.
Effect 40-ft.-high downdraft of wind in a 100-foot line
Duration concentration + 1 round
Saving Throw Fortitude negates; Spell Resistance yes
With a sweeping gesture, you call forth mighty winds to
clear a path ahead of you. The winds are the equivalent of a
windstorm (Core Rulebook 439). During the first round of the
spell, the winds sweep the designated area clear of anything
of Small or smaller size, blowing it outward to the sides of
the spell’s effect (50% chance of landing on either side). You
may move within the effect without penalty, though all other
creatures are subject to the wind’s effects. On the second and
all later rounds of the spell, the edges of the effect are treated
as a wind wall. If the effect includes a body of water or other
liquid, the winds create a channel up to 40 feet deep into the
surface of the liquid. On your turn as a move action, you can
move the effect of this spell, either rotating it at one of its
ends up to 45 degrees, or moving it up to 50 feet in line with
its current orientation (toward you or away from you).

WIND BLADES
School transmutation [air]; Level druid 5, magus 5, sorcerer/
wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You harden the air around the target into jagged invisible
blades that deal damage based on how fast the target moves.
On its turn, the target takes 1d6 points of slashing damage
if it moves at least 5 feet, plus 1d6 points of slashing damage
for each additional 10 feet of movement. Movement that
doesn’t pass through air (such as burrowing, swimming, or
teleportation) doesn’t cause this damage.
In areas of strong wind (Core Rulebook 439), the target
takes damage on its turn, even if it doesn’t move. The
wind deals 1d8 points of slashing damage for strong wind,
plus 1d8 for every wind category above strong. This extra
damage does not occur from instantaneous wind effects
(such as gust of wind), only from wind effects that last at
least 1 round.

WINDY ESCAPE
School transmutation [air]; Level bard 1, druid 1, magus 1,
sorcerer/wizard 1
Casting Time 1 immediate action
Components V, S
Range personal
Target you
Duration instantaneous
You respond to an attack by briefly becoming vaporous
and insubstantial, allowing the attack to pass harmlessly
through you. You gain DR 10/magic against this attack and
are immune to any poison, sneak attacks, or critical hit effect
from that attack.
You cannot use windy escape against an attack of
opportunity you provoked by casting a spell, using a spelllike
ability, or using any other magical ability that provokes
an attack of opportunity when used.

Brief history:

Shaezon is young for an elf espically an elf with wizadry training. He's had to learn far faster than those who had the luxury of "be before time. (a euphamism meaning before the cataclysm)" However, at the age of 100 he's far older than most of the other children. As such he's given much more responsiblity by "grandmother." He does what he can and even his minor magics make life easier for the children. He can clean with almost no effort and is often sought after when grandmother tells one of the small children it's bath time. Shaezon can wave his hand and have all the dirt fall from a child and their clothes and body with the wave of his hand. The younger children seem to find this far preferable to the unpleasant experience of a regular bath. Shaezon, or Shazy as the younger children have taken to calling him,is responsible for a large amount of the tasks of mending, cleaning, and other rather mundane tasks. Grandmother knows he can handle it because what would take others hours takes him minutes using his magic. That leaves plenty of time for his studies.
When grandmother became ill Shaezon did what he could for her, but his magic just wasn't suited for such tasks as healing. Night after night he would listen to her cough and wish he were powerful enough help her. He would pour over his books looking for anything that might help grandmother. After an exaustive search of what knowledge he had available he found nothing. He would have to look elsewhere and he would have to find something or someone that could help

Shaezon is a noble born elf of Kyorin. He knows this, but it's hardly a factor in his daily life since the cataclysm. When Shaezon's magical talent becme apparent he was apprenticed and picked up the craft quickly. He has a particular knack for teleportatin magic. He learned about the elfgates at an early age and absorbs knowledge of such magic like a sponge in the ocean.